Tag Info

Hot answers tagged

3

This may not be a good solution to your specific needs but I'm gonna tell you how I handled a similar problem. I developed a c++ object oriented game and wanted to encapsulate DirectX and COM in general inside my own classes, because I didn't wanted to use COM as base for the whole game. The COM parts of my game (at the moment direct3d, direct2d, ...


1

The ID3D11Debug interface allows you to ReportLiveObjects, which is a useful way to acquire a breakdown of the live D3D objects at any given point in time. This report will show you the total reference count to an interface, broken down into the external (your) and internal (D3D's) numbers. This will let you confirm that you have actually released all ...


1

VS 2013 Express for Desktop, VS 2013 Pro+, or VS 2013 Community include the full Windows 8.1 SDK. This includes the system headers for Direct3D 9 (d3d9*.h) as has been the case since Windows SDK 6.0. The problem is that your Direct3D 9 code likely makes use of the deprecated D3DX9 library such as D3DXmath, FX9, the original HLSL compiler, etc. You can ...


1

If your particle count is bigger than the buffer can hold then your best option is to draw in two batches: Draw a first batch of particles that fill the buffer Draw a second batch of anything left over That can extend to any arbitrarily high particle count (just add more batches) and avoids the overhead of runtime resource destruction and creation (which ...



Only top voted, non community-wiki answers of a minimum length are eligible